TBD
You learn additional spells when you reach certain levels in this class, as shown on the Divine Obstructor Spells table. Each of these spells counts as an obstructor spell for you, but it doesn't count against the number of obstructor spells you know
Divine Obstructor Spells
Hunter Level | Spells1st | Detect Evil and Good, Inflict Wounds3rd | 5th | Bestow Curse7th | Banishment9th | Dispel Evil and GoodStarting at 1st level, you have resistance to radiant damage. You also have TBD
In addition, you learn the celestial language.
At 3rd level, you learn additional features that use your obstructor die.
Divine Lore. When you make an Intelligence or Wisdom check to recall or discover details about the celestial plane, celestials, or those who worship them you can expend one Obstructor die, roll it, and add the result to the roll.
Divine Grounder. When you hit a creature with an attack, you can expend an Obstructor die, roll it, to reduce the creature's flying speed to 0 for the next minute or until you lose your concentration (as if you were concentrating on a spell). If you make a Constitution saving throw to maintain concentration on this effect, you add the result of the obstructor die roll to the saving throw.
Divine Leech. When a creature you can see within 30ft attempts to restore hit points to itself or another creature you can see, you can use a reaction to expend an Obstructor die, roll it, and reduce the hit points restored by the number rolled plus your Wisdom modifier (minimum reduction of 1). You then gain temporary hit points equal to the reduction.
Starting at 10th level,
Antimagic field?
At 1st level, your research and rituals have given you a greater understanding of those who TBD. When you make an Intelligence or Wisdom check to recall or discover details about celestials, TBD , you may add a d4 to the roll.
Additionally, you learn the celestial language.
The die you use for this feature changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level.
Starting at 3rd level, you can place a leeching curse on someone. As a bonus action, choose one creature you can see within 30 feet of you and force it to make a Constitution saving throw against your obstructor spell save DC. On a failed save, the target is cursed for 1 minute. The curse ends early if the target dies, if you use this feature again, or if you are incapacitated. Until the curse ends, the creature is subject to the following effects:
The creature's fly speed cannot be higher than 10ft. The creature also falls at the end of each of its turns if it's airborne and the only thing holding it aloft is its flying speed.
If the creature attempts to restore hit points to itself or another creature, the amount of hit points restored is halved, and you gain temporary hit points equal to the amount restored.
The creature only deals half radiant damage.
Once per turn, when you hit the creature with an attack, you can deal an additional 1d6 necrotic damage.
When the creature deals radiant damage while you can see it, you can use a reaction to reduce the radiant damage dealt by 1d8 + your Wisdom modifier.
Prevent removing curses/conditions?
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.